Nepro Posted January 2, 2012 Posted January 2, 2012 http://www.tesnexus.com/downloads/file.php?id=19116 I installed this awesome mod. It makes bandits possible in the cities. The only trouble so far is that I occasionally get some NPCs killed by the bandits... Is there way to fix it somehow so they don't kill NPCs, for example one mate from the ship docked at Waterfront was killed. I don't want this mod to eliminate some essential NPCs for quests... The others unessential npcs not tied anyhow to any quest can get killed, I don't care about them.
DogOnPorch Posted January 2, 2012 Posted January 2, 2012 This is probably a better mod that does the same thing only with way more variety. Crowded Cities http://www.tesnexus.com/downloads/file.php?id=6665 For named NPCs getting knocked-off (ie: not guards, bandits, necromancers, etc), I use Mara's Protection which is like temporary essential status. You can give one to NPCs that often see more combat than ever intended in an unmodded Oblivion. Stable hands, for example...they always get whacked in my Oblivion. Poor devils. Works if they've been killed by just adding it to their inventory. You can always take it away later via various means. Mara's Protection http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6078 (Hint: take a whole bunch at the start of the game...otherwise there's only one Mara's Bloom available for harvest deep in the woods somewhere.) If you're going to have a bunch of essential NPCs running around, you'll probably need this, as well. Essential NPC Unconscious Timer Variants http://www.tesnexus.com/downloads/file.php?id=21425 No more jumping-up right after 'death'...choose the amount of time you want essential NPC to stay down. Personally, I use the 600 second version which is plenty long in game time. Remember, do not give the bloom to unnamed NPCs...screws up their respawning and AI packages.
Guest GingerTom Posted January 2, 2012 Posted January 2, 2012 Mara's Protection That's most interesting. I have four npcs that I didn't just want to make essential--sort of spoils the role-playing, but, when I had sex with one (not rape) and they died, well, that sort of spoiled it too. So this is great. Thanks.
DogOnPorch Posted January 2, 2012 Posted January 2, 2012 Mara's Protection That's most interesting. I have four npcs that I didn't just want to make essential--sort of spoils the role-playing' date=' but, when I had sex with one (not rape) and they died, well, that sort of spoiled it too. So this is great. Thanks. [/quote'] If you're using 'Mad Companion Spells' as well as 'Mara's Bloom', you need not give the bloom to your top companions...just use the 'Essentialize' spell. Saves a flower...lol. Plus...do not give the bloom to those NPCs involved in stock quests....Thoronir, Kalthar, etc. Could frap your save for good.
Nepro Posted January 2, 2012 Author Posted January 2, 2012 @DogOnPorch - kudos for ya. That really should solve my issue to some degree.
Guest Posted January 3, 2012 Posted January 3, 2012 Looks good, although I've had a certain "issue" in my game when I add bandits or thieves in cities. If I use paybandit to avoid payment or attack, I get raped and so the guards and nice citizens come in to save the day. But, here comes the funky part, somehow a citizen smacks a guard in the ass and then a full scale battle rages on in the city (I've added tons of NPC mods, there's probably over 120 NPC's in the open space in towns plus the guards, it's insane). All of the citizens just go off fighting the guards. The guards quickly amass and do this "rape blitzkreig" where they'll overwhelm a person and one guard will rape them (they'll kill men though) and while the person is getting raped, all of the other guards just go in and create 30 new holes into that person. It's a vicious cycle that happens every time. While I can just turn off combat during rape, it wouldn't make sense if the city just allowed someone to rape a woman. So I keep it on, it's pretty funny though!
DogOnPorch Posted January 3, 2012 Posted January 3, 2012 Crowded Cities seems to avoid all that trouble. Some of the encounters are even factioned (thieves, muggers) so they'll be long lost pals rather than wanting to get into a fight with a fellow thieves' guild member (if you are one). Otherwise, they tend to ignore regular citizens opting to attack you, instead. The guards and citizens take them out on sight, though. If there's toooooooooo many muggers/vampires/robbers out on a particular night, I just keep my eye on the clock as 'shift change' is @ 9AM Oblivion time.
Sand_Dragon Posted January 3, 2012 Posted January 3, 2012 This IS an awesome mod, thanks for putting it up here where more people can see it! -snip- Wow. That's the first time I've ever heard of a Loyalty Cascade that involved a city-wide orgy.
DogOnPorch Posted January 3, 2012 Posted January 3, 2012 @DogOnPorch - kudos for ya. That really should solve my issue to some degree. You're most welcome.
Nepro Posted January 23, 2012 Author Posted January 23, 2012 I found nice alternative mod to Risk of Bandits in Cities. http://www.tesnexus.com/downloads/file.php?id=3645 - Unsafe Streets. It adds highwaymen about 4 in each city. Advantages: -adds only highwaymen, and they're active only at night meaning that less NPCs will get killed by them -there's the certain number of them in the city meaning that they won't appear out of the blue and kill some important npcs or wreak havoc like it used to be with Risk of Bandits in Cities Disadvantages: -adds only highwaymen; only the khajiit, no other race than that -no re-spawn? I am not sure about this one. Once I fully test the mod I will let you know girls/guys -very slim chance of compatibility issue with other mods, the mod adds beds in which the khajiit highwaymen sleep and wake up at night to wander the streets
Nepro Posted May 14, 2012 Author Posted May 14, 2012 http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=1635 Street Gangs mod. The improved version of Unsafe Streets. The guy designed fantastic ambush patterns.
Kashiwaba Tomoe Posted May 15, 2012 Posted May 15, 2012 Looks good' date=' although I've had a certain "issue" in my game when I add bandits or thieves in cities. If I use paybandit to avoid payment or attack, I get raped and so the guards and nice citizens come in to save the day. But, here comes the funky part, somehow a citizen smacks a guard in the ass and then a full scale battle rages on in the city (I've added tons of NPC mods, there's probably over 120 NPC's in the open space in towns plus the guards, it's insane). All of the citizens just go off fighting the guards. The guards quickly amass and do this "rape blitzkreig" where they'll overwhelm a person and one guard will rape them (they'll kill men though) and while the person is getting raped, all of the other guards just go in and create 30 new holes into that person. It's a vicious cycle that happens every time. While I can just turn off combat during rape, it wouldn't make sense if the city just allowed someone to rape a woman. So I keep it on, it's pretty funny though! [/quote'] Oh wow, and I thought it was bad when that happend in semi-vanilla oblivion after a guard's arrow killed one of the beggars.
Nepro Posted May 19, 2012 Author Posted May 19, 2012 I've been testing Street Gangs mod and encountered serious bug. Whenever the gang of khajiits approach me they don't demand gold or anything. The npcs just start dialog with me saying same old usual stuff like "Go on" etc. Maybe the gang members don't attack me because I am playing khajiit character?
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